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- export default /* glsl */`
- #ifdef USE_ENVMAP
- #ifdef ENV_WORLDPOS
- vec3 cameraToFrag;
-
- if ( isOrthographic ) {
- cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );
- } else {
- cameraToFrag = normalize( vWorldPosition - cameraPosition );
- }
- // Transforming Normal Vectors with the Inverse Transformation
- vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
- #ifdef ENVMAP_MODE_REFLECTION
- vec3 reflectVec = reflect( cameraToFrag, worldNormal );
- #else
- vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );
- #endif
- #else
- vec3 reflectVec = vReflect;
- #endif
- #ifdef ENVMAP_TYPE_CUBE
- vec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
- #elif defined( ENVMAP_TYPE_CUBE_UV )
- vec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );
- #elif defined( ENVMAP_TYPE_EQUIREC )
- reflectVec = normalize( reflectVec );
- vec2 sampleUV = equirectUv( reflectVec );
- vec4 envColor = texture2D( envMap, sampleUV );
- #elif defined( ENVMAP_TYPE_SPHERE )
- reflectVec = normalize( reflectVec );
- vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );
- vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );
- #else
- vec4 envColor = vec4( 0.0 );
- #endif
- #ifndef ENVMAP_TYPE_CUBE_UV
- envColor = envMapTexelToLinear( envColor );
- #endif
- #ifdef ENVMAP_BLENDING_MULTIPLY
- outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );
- #elif defined( ENVMAP_BLENDING_MIX )
- outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );
- #elif defined( ENVMAP_BLENDING_ADD )
- outgoingLight += envColor.xyz * specularStrength * reflectivity;
- #endif
- #endif
- `;
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